Rico Schüller : include: Move D3D_SHADER_VARIABLE_TYPE to d3dcommon.h.

Alexandre Julliard julliard at winehq.org
Thu Oct 28 12:19:49 CDT 2010


Module: wine
Branch: master
Commit: f5f6bd7c3f22d3fe7569444ddf9d1a68ee8d6933
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=f5f6bd7c3f22d3fe7569444ddf9d1a68ee8d6933

Author: Rico Schüller <kgbricola at web.de>
Date:   Wed Oct 27 21:33:36 2010 +0200

include: Move D3D_SHADER_VARIABLE_TYPE to d3dcommon.h.

---

 include/d3d10shader.h |   37 +---------------
 include/d3dcommon.idl |  109 +++++++++++++++++++++++++++++++++++++++++++++++++
 2 files changed, 112 insertions(+), 34 deletions(-)

diff --git a/include/d3d10shader.h b/include/d3d10shader.h
index b18b75e..2566d42 100644
--- a/include/d3d10shader.h
+++ b/include/d3d10shader.h
@@ -43,40 +43,6 @@
 #define D3D10_SHADER_OPTIMIZATION_LEVEL2            0xC000
 #define D3D10_SHADER_OPTIMIZATION_LEVEL3            0x8000
 
-typedef enum _D3D10_SHADER_VARIABLE_TYPE
-{
-    D3D10_SVT_VOID = 0,
-    D3D10_SVT_BOOL = 1,
-    D3D10_SVT_INT = 2,
-    D3D10_SVT_FLOAT = 3,
-    D3D10_SVT_STRING = 4,
-    D3D10_SVT_TEXTURE = 5,
-    D3D10_SVT_TEXTURE1D = 6,
-    D3D10_SVT_TEXTURE2D = 7,
-    D3D10_SVT_TEXTURE3D = 8,
-    D3D10_SVT_TEXTURECUBE = 9,
-    D3D10_SVT_SAMPLER = 10,
-    D3D10_SVT_PIXELSHADER = 15,
-    D3D10_SVT_VERTEXSHADER = 16,
-    D3D10_SVT_UINT = 19,
-    D3D10_SVT_UINT8 = 20,
-    D3D10_SVT_GEOMETRYSHADER = 21,
-    D3D10_SVT_RASTERIZER = 22,
-    D3D10_SVT_DEPTHSTENCIL = 23,
-    D3D10_SVT_BLEND = 24,
-    D3D10_SVT_BUFFER = 25,
-    D3D10_SVT_CBUFFER = 26,
-    D3D10_SVT_TBUFFER = 27,
-    D3D10_SVT_TEXTURE1DARRAY = 28,
-    D3D10_SVT_TEXTURE2DARRAY = 29,
-    D3D10_SVT_RENDERTARGETVIEW = 30,
-    D3D10_SVT_DEPTHSTENCILVIEW = 31,
-    D3D10_SVT_TEXTURE2DMS = 32,
-    D3D10_SVT_TEXTURE2DMSARRAY = 33,
-    D3D10_SVT_TEXTURECUBEARRAY = 34,
-    D3D10_SVT_FORCE_DWORD = 0x7fffffff
-} D3D10_SHADER_VARIABLE_TYPE, *LPD3D10_SHADER_VARIABLE_TYPE;
-
 /* These are defined as version-neutral in d3dcommon.h */
 typedef D3D_SHADER_MACRO D3D10_SHADER_MACRO;
 typedef D3D_SHADER_MACRO *LPD3D10_SHADER_MACRO;
@@ -96,6 +62,9 @@ typedef D3D_NAME D3D10_NAME;
 typedef D3D_SHADER_INPUT_TYPE D3D10_SHADER_INPUT_TYPE;
 typedef D3D_SHADER_INPUT_TYPE *LPD3D10_SHADER_INPUT_TYPE;
 
+typedef D3D_SHADER_VARIABLE_TYPE D3D10_SHADER_VARIABLE_TYPE;
+typedef D3D_SHADER_VARIABLE_TYPE *LPD3D10_SHADER_VARIABLE_TYPE;
+
 typedef D3D_INCLUDE_TYPE D3D10_INCLUDE_TYPE;
 typedef ID3DInclude ID3D10Include;
 typedef ID3DInclude *LPD3D10INCLUDE;
diff --git a/include/d3dcommon.idl b/include/d3dcommon.idl
index cbd0cb6..7ecb3a2 100644
--- a/include/d3dcommon.idl
+++ b/include/d3dcommon.idl
@@ -89,6 +89,115 @@ typedef enum _D3D_SHADER_VARIABLE_CLASS
     D3D_SVC_FORCE_DWORD = 0x7fffffff,
 } D3D_SHADER_VARIABLE_CLASS;
 
+typedef enum _D3D_SHADER_VARIABLE_TYPE
+{
+    D3D_SVT_VOID,
+    D3D_SVT_BOOL,
+    D3D_SVT_INT,
+    D3D_SVT_FLOAT,
+    D3D_SVT_STRING,
+    D3D_SVT_TEXTURE,
+    D3D_SVT_TEXTURE1D,
+    D3D_SVT_TEXTURE2D,
+    D3D_SVT_TEXTURE3D,
+    D3D_SVT_TEXTURECUBE,
+    D3D_SVT_SAMPLER,
+    D3D_SVT_SAMPLER1D,
+    D3D_SVT_SAMPLER2D,
+    D3D_SVT_SAMPLER3D,
+    D3D_SVT_SAMPLERCUBE,
+    D3D_SVT_PIXELSHADER,
+    D3D_SVT_VERTEXSHADER,
+    D3D_SVT_PIXELFRAGMENT,
+    D3D_SVT_VERTEXFRAGMENT,
+    D3D_SVT_UINT,
+    D3D_SVT_UINT8,
+    D3D_SVT_GEOMETRYSHADER,
+    D3D_SVT_RASTERIZER,
+    D3D_SVT_DEPTHSTENCIL,
+    D3D_SVT_BLEND,
+    D3D_SVT_BUFFER,
+    D3D_SVT_CBUFFER,
+    D3D_SVT_TBUFFER,
+    D3D_SVT_TEXTURE1DARRAY,
+    D3D_SVT_TEXTURE2DARRAY,
+    D3D_SVT_RENDERTARGETVIEW,
+    D3D_SVT_DEPTHSTENCILVIEW,
+    D3D_SVT_TEXTURE2DMS,
+    D3D_SVT_TEXTURE2DMSARRAY,
+    D3D_SVT_TEXTURECUBEARRAY,
+    D3D_SVT_HULLSHADER,
+    D3D_SVT_DOMAINSHADER,
+    D3D_SVT_INTERFACE_POINTER,
+    D3D_SVT_COMPUTESHADER,
+    D3D_SVT_DOUBLE,
+    D3D_SVT_RWTEXTURE1D,
+    D3D_SVT_RWTEXTURE1DARRAY,
+    D3D_SVT_RWTEXTURE2D,
+    D3D_SVT_RWTEXTURE2DARRAY,
+    D3D_SVT_RWTEXTURE3D,
+    D3D_SVT_RWBUFFER,
+    D3D_SVT_BYTEADDRESS_BUFFER,
+    D3D_SVT_RWBYTEADDRESS_BUFFER,
+    D3D_SVT_STRUCTURED_BUFFER,
+    D3D_SVT_RWSTRUCTURED_BUFFER,
+    D3D_SVT_APPEND_STRUCTURED_BUFFER,
+    D3D_SVT_CONSUME_STRUCTURED_BUFFER,
+    D3D10_SVT_VOID = 0,
+    D3D10_SVT_BOOL,
+    D3D10_SVT_INT,
+    D3D10_SVT_FLOAT,
+    D3D10_SVT_STRING,
+    D3D10_SVT_TEXTURE,
+    D3D10_SVT_TEXTURE1D,
+    D3D10_SVT_TEXTURE2D,
+    D3D10_SVT_TEXTURE3D,
+    D3D10_SVT_TEXTURECUBE,
+    D3D10_SVT_SAMPLER,
+    D3D10_SVT_SAMPLER1D,
+    D3D10_SVT_SAMPLER2D,
+    D3D10_SVT_SAMPLER3D,
+    D3D10_SVT_SAMPLERCUBE,
+    D3D10_SVT_PIXELSHADER,
+    D3D10_SVT_VERTEXSHADER,
+    D3D10_SVT_PIXELFRAGMENT,
+    D3D10_SVT_VERTEXFRAGMENT,
+    D3D10_SVT_UINT,
+    D3D10_SVT_UINT8,
+    D3D10_SVT_GEOMETRYSHADER,
+    D3D10_SVT_RASTERIZER,
+    D3D10_SVT_DEPTHSTENCIL,
+    D3D10_SVT_BLEND,
+    D3D10_SVT_BUFFER,
+    D3D10_SVT_CBUFFER,
+    D3D10_SVT_TBUFFER,
+    D3D10_SVT_TEXTURE1DARRAY,
+    D3D10_SVT_TEXTURE2DARRAY,
+    D3D10_SVT_RENDERTARGETVIEW,
+    D3D10_SVT_DEPTHSTENCILVIEW,
+    D3D10_SVT_TEXTURE2DMS,
+    D3D10_SVT_TEXTURE2DMSARRAY,
+    D3D10_SVT_TEXTURECUBEARRAY,
+    D3D11_SVT_HULLSHADER,
+    D3D11_SVT_DOMAINSHADER,
+    D3D11_SVT_INTERFACE_POINTER,
+    D3D11_SVT_COMPUTESHADER,
+    D3D11_SVT_DOUBLE,
+    D3D11_SVT_RWTEXTURE1D,
+    D3D11_SVT_RWTEXTURE1DARRAY,
+    D3D11_SVT_RWTEXTURE2D,
+    D3D11_SVT_RWTEXTURE2DARRAY,
+    D3D11_SVT_RWTEXTURE3D,
+    D3D11_SVT_RWBUFFER,
+    D3D11_SVT_BYTEADDRESS_BUFFER,
+    D3D11_SVT_RWBYTEADDRESS_BUFFER,
+    D3D11_SVT_STRUCTURED_BUFFER,
+    D3D11_SVT_RWSTRUCTURED_BUFFER,
+    D3D11_SVT_APPEND_STRUCTURED_BUFFER,
+    D3D11_SVT_CONSUME_STRUCTURED_BUFFER,
+    D3D_SVT_FORCE_DWORD = 0x7fffffff,
+} D3D_SHADER_VARIABLE_TYPE;
+
 typedef enum D3D_CBUFFER_TYPE
 {
     D3D_CT_CBUFFER,




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